Updated all cpp files to new format
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / item-view / item-view-impl.cpp
index b8b8baf..699aee4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
 
 // EXTERNAL INCLUDES
-#include <cstring> // for strcmp
-#include <algorithm>
-#include <dali/public-api/actors/layer.h>
 #include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/object/property-helper-devel.h>
+#include <dali/public-api/actors/layer.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/common/stage.h>
-#include <dali/public-api/events/wheel-event.h>
 #include <dali/public-api/events/touch-event.h>
-#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/events/wheel-event.h>
 #include <dali/public-api/object/type-registry-helper.h>
-#include <dali/devel-api/object/property-helper-devel.h>
+#include <dali/public-api/object/type-registry.h>
+#include <algorithm>
+#include <cstring> // for strcmp
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/devel-api/controls/scroll-bar/scroll-bar.h>
-#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
-#include <dali-toolkit/public-api/controls/scrollable/item-view/default-item-layout.h>
-#include <dali-toolkit/public-api/controls/scrollable/item-view/default-item-layout-property.h>
-#include <dali-toolkit/internal/controls/scrollable/item-view/grid-layout.h>
+#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
 #include <dali-toolkit/internal/controls/scrollable/item-view/depth-layout.h>
+#include <dali-toolkit/internal/controls/scrollable/item-view/grid-layout.h>
 #include <dali-toolkit/internal/controls/scrollable/item-view/spiral-layout.h>
-#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/default-item-layout-property.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/default-item-layout.h>
+#include <dali-toolkit/public-api/controls/scrollable/item-view/item-factory.h>
 
 using std::string;
 using namespace Dali;
 
 namespace // Unnamed namespace
 {
-
-const float DEFAULT_MINIMUM_SWIPE_SPEED = 1.0f;
-const float DEFAULT_MINIMUM_SWIPE_DISTANCE = 3.0f;
+const float DEFAULT_MINIMUM_SWIPE_SPEED                   = 1.0f;
+const float DEFAULT_MINIMUM_SWIPE_DISTANCE                = 3.0f;
 const float DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION = 0.1f;
 
 const float DEFAULT_MINIMUM_SWIPE_DURATION = 0.45f;
 const float DEFAULT_MAXIMUM_SWIPE_DURATION = 2.6f;
 
 const float DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS = 20.0f; // 1 updates per 20 items
-const int WHEEL_EVENT_FINISHED_TIME_OUT = 500;  // 0.5 second
+const int   WHEEL_EVENT_FINISHED_TIME_OUT             = 500;   // 0.5 second
 
-const float DEFAULT_ANCHORING_DURATION = 1.0f;  // 1 second
+const float DEFAULT_ANCHORING_DURATION = 1.0f; // 1 second
 
 const float MILLISECONDS_PER_SECONDS = 1000.0f;
 
-const float OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
+const float   OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD = 180.0f;
 const Vector4 OVERSHOOT_OVERLAY_NINE_PATCH_BORDER(0.0f, 0.0f, 1.0f, 12.0f);
-const float DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
+const float   DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION = 0.2f;
 
 const unsigned int OVERSHOOT_SIZE_CONSTRAINT_TAG(42);
 
@@ -84,16 +83,16 @@ float CalculateScrollDistance(Vector2 panDistance, Toolkit::ItemLayout& layout)
 // Overshoot overlay constraints
 struct OvershootOverlaySizeConstraint
 {
-  OvershootOverlaySizeConstraint( float height )
-  : mOvershootHeight( height )
+  OvershootOverlaySizeConstraint(float height)
+  : mOvershootHeight(height)
   {
   }
 
-  void operator()( Vector3& current, const PropertyInputContainer& inputs )
+  void operator()(Vector3& current, const PropertyInputContainer& inputs)
   {
-    const Vector2& parentScrollDirection = inputs[0]->GetVector2();
-    const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
-    const Vector3& parentSize = inputs[2]->GetVector3();
+    const Vector2&                           parentScrollDirection = inputs[0]->GetVector2();
+    const Toolkit::ControlOrientation::Type& layoutOrientation     = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
+    const Vector3&                           parentSize            = inputs[2]->GetVector3();
 
     if(Toolkit::IsVertical(layoutOrientation))
     {
@@ -104,25 +103,24 @@ struct OvershootOverlaySizeConstraint
       current.width = fabsf(parentScrollDirection.x) > Math::MACHINE_EPSILON_1 ? parentSize.y : parentSize.x;
     }
 
-    current.height = ( current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD ) ? mOvershootHeight : mOvershootHeight*0.5f;
+    current.height = (current.width > OVERSHOOT_BOUNCE_ACTOR_RESIZE_THRESHOLD) ? mOvershootHeight : mOvershootHeight * 0.5f;
   }
 
   float mOvershootHeight;
 };
 
-void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInputContainer& inputs )
+void OvershootOverlayRotationConstraint(Quaternion& current, const PropertyInputContainer& inputs)
 {
-  const Vector2& parentScrollDirection = inputs[0]->GetVector2();
-  const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
-  const float parentOvershoot = inputs[2]->GetFloat();
+  const Vector2&                           parentScrollDirection = inputs[0]->GetVector2();
+  const Toolkit::ControlOrientation::Type& layoutOrientation     = static_cast<Toolkit::ControlOrientation::Type>(inputs[1]->GetInteger());
+  const float                              parentOvershoot       = inputs[2]->GetFloat();
 
   float multiplier = 0;
   if(Toolkit::IsVertical(layoutOrientation))
   {
     if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
     {
-      if( (layoutOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
-          || (layoutOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
+      if((layoutOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0) || (layoutOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0))
       {
         multiplier = 0.5f;
       }
@@ -131,8 +129,7 @@ void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInpu
         multiplier = 1.5f;
       }
     }
-    else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
-          || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
+    else if((parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0) || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0))
     {
       multiplier = 0.0f;
     }
@@ -145,8 +142,7 @@ void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInpu
   {
     if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
     {
-      if( (layoutOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0)
-          ||(layoutOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0) )
+      if((layoutOrientation == Toolkit::ControlOrientation::Left && parentOvershoot > Math::MACHINE_EPSILON_0) || (layoutOrientation == Toolkit::ControlOrientation::Right && parentOvershoot < Math::MACHINE_EPSILON_0))
       {
         multiplier = 1.0f;
       }
@@ -155,8 +151,7 @@ void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInpu
         multiplier = 0.0f;
       }
     }
-    else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
-          || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
+    else if((parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0) || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0))
     {
       multiplier = 1.5f;
     }
@@ -166,15 +161,15 @@ void OvershootOverlayRotationConstraint( Quaternion& current, const PropertyInpu
     }
   }
 
-  current = Quaternion( Radian( multiplier * Math::PI ), Vector3::ZAXIS );
+  current = Quaternion(Radian(multiplier * Math::PI), Vector3::ZAXIS);
 }
 
-void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
+void OvershootOverlayPositionConstraint(Vector3& current, const PropertyInputContainer& inputs)
 {
-  const Vector3& parentSize = inputs[0]->GetVector3();
-  const Vector2& parentScrollDirection = inputs[1]->GetVector2();
-  const Toolkit::ControlOrientation::Type& layoutOrientation = static_cast<Toolkit::ControlOrientation::Type>(inputs[2]->GetInteger());
-  const float parentOvershoot = inputs[3]->GetFloat();
+  const Vector3&                           parentSize            = inputs[0]->GetVector3();
+  const Vector2&                           parentScrollDirection = inputs[1]->GetVector2();
+  const Toolkit::ControlOrientation::Type& layoutOrientation     = static_cast<Toolkit::ControlOrientation::Type>(inputs[2]->GetInteger());
+  const float                              parentOvershoot       = inputs[3]->GetFloat();
 
   Vector3 relativeOffset;
 
@@ -182,18 +177,16 @@ void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputCo
   {
     if(fabsf(parentScrollDirection.y) <= Math::MACHINE_EPSILON_1)
     {
-      if( (layoutOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0)
-          || (layoutOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0) )
+      if((layoutOrientation == Toolkit::ControlOrientation::Up && parentOvershoot < Math::MACHINE_EPSILON_0) || (layoutOrientation == Toolkit::ControlOrientation::Down && parentOvershoot > Math::MACHINE_EPSILON_0))
       {
         relativeOffset = Vector3(1.0f, 0.0f, 0.0f);
       }
       else
       {
-        relativeOffset =Vector3(0.0f, 1.0f, 0.0f);
+        relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
       }
     }
-    else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0)
-          || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0) )
+    else if((parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.y > Math::MACHINE_EPSILON_0) || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.y < Math::MACHINE_EPSILON_0))
     {
       relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
     }
@@ -206,8 +199,7 @@ void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputCo
   {
     if(fabsf(parentScrollDirection.x) <= Math::MACHINE_EPSILON_1)
     {
-      if( (layoutOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0)
-          || (layoutOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0) )
+      if((layoutOrientation == Toolkit::ControlOrientation::Left && parentOvershoot < Math::MACHINE_EPSILON_0) || (layoutOrientation == Toolkit::ControlOrientation::Right && parentOvershoot > Math::MACHINE_EPSILON_0))
       {
         relativeOffset = Vector3(0.0f, 0.0f, 0.0f);
       }
@@ -216,8 +208,7 @@ void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputCo
         relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
       }
     }
-    else if( (parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0)
-          || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0) )
+    else if((parentOvershoot > Math::MACHINE_EPSILON_0 && parentScrollDirection.x > Math::MACHINE_EPSILON_0) || (parentOvershoot < Math::MACHINE_EPSILON_0 && parentScrollDirection.x < Math::MACHINE_EPSILON_0))
     {
       relativeOffset = Vector3(0.0f, 1.0f, 0.0f);
     }
@@ -230,7 +221,7 @@ void OvershootOverlayPositionConstraint( Vector3& current, const PropertyInputCo
   current = relativeOffset * parentSize;
 }
 
-void OvershootOverlayVisibilityConstraint( bool& current, const PropertyInputContainer& inputs )
+void OvershootOverlayVisibilityConstraint(bool& current, const PropertyInputContainer& inputs)
 {
   current = inputs[0]->GetBoolean();
 }
@@ -239,49 +230,46 @@ void OvershootOverlayVisibilityConstraint( bool& current, const PropertyInputCon
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 namespace // unnamed namespace
 {
-
 //Type registration
+// clang-format off
+DALI_TYPE_REGISTRATION_BEGIN(Toolkit::ItemView, Toolkit::Scrollable, nullptr)
 
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ItemView, Toolkit::Scrollable, NULL)
+DALI_PROPERTY_REGISTRATION(Toolkit, ItemView, "minimumSwipeSpeed",       FLOAT,   MINIMUM_SWIPE_SPEED       )
+DALI_PROPERTY_REGISTRATION(Toolkit, ItemView, "minimumSwipeDistance",    FLOAT,   MINIMUM_SWIPE_DISTANCE    )
+DALI_PROPERTY_REGISTRATION(Toolkit, ItemView, "wheelScrollDistanceStep", FLOAT,   WHEEL_SCROLL_DISTANCE_STEP)
+DALI_PROPERTY_REGISTRATION(Toolkit, ItemView, "snapToItemEnabled",       BOOLEAN, SNAP_TO_ITEM_ENABLED      )
+DALI_PROPERTY_REGISTRATION(Toolkit, ItemView, "refreshInterval",         FLOAT,   REFRESH_INTERVAL          )
+DALI_PROPERTY_REGISTRATION(Toolkit, ItemView, "layout",                  ARRAY,   LAYOUT                    )
 
-DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "minimumSwipeSpeed",          FLOAT,     MINIMUM_SWIPE_SPEED          )
-DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "minimumSwipeDistance",       FLOAT,     MINIMUM_SWIPE_DISTANCE       )
-DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "wheelScrollDistanceStep",    FLOAT,     WHEEL_SCROLL_DISTANCE_STEP   )
-DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "snapToItemEnabled",          BOOLEAN,   SNAP_TO_ITEM_ENABLED         )
-DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "refreshInterval",            FLOAT,     REFRESH_INTERVAL             )
-DALI_PROPERTY_REGISTRATION( Toolkit, ItemView, "layout",                     ARRAY,     LAYOUT                       )
 
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ItemView, "layoutPosition",    FLOAT,   LAYOUT_POSITION    )
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ItemView, "scrollSpeed",       FLOAT,   SCROLL_SPEED       )
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ItemView, "overshoot",         FLOAT,   OVERSHOOT          )
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ItemView, "scrollDirection",   VECTOR2, SCROLL_DIRECTION   )
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ItemView, "layoutOrientation", INTEGER, LAYOUT_ORIENTATION )
+DALI_ANIMATABLE_PROPERTY_REGISTRATION(Toolkit, ItemView, "scrollContentSize", FLOAT,   SCROLL_CONTENT_SIZE)
 
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layoutPosition",      FLOAT,    LAYOUT_POSITION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scrollSpeed",         FLOAT,    SCROLL_SPEED)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "overshoot",           FLOAT,    OVERSHOOT)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scrollDirection",     VECTOR2,  SCROLL_DIRECTION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "layoutOrientation",   INTEGER,  LAYOUT_ORIENTATION)
-DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, ItemView, "scrollContentSize",   FLOAT,    SCROLL_CONTENT_SIZE)
+DALI_SIGNAL_REGISTRATION(Toolkit, ItemView, "layoutActivated", LAYOUT_ACTIVATED_SIGNAL)
 
-DALI_SIGNAL_REGISTRATION(              Toolkit, ItemView, "layoutActivated",     LAYOUT_ACTIVATED_SIGNAL )
+DALI_ACTION_REGISTRATION(Toolkit, ItemView, "stopScrolling", ACTION_STOP_SCROLLING)
 
-DALI_ACTION_REGISTRATION(              Toolkit, ItemView, "stopScrolling",       ACTION_STOP_SCROLLING   )
-
-DALI_ACTION_REGISTRATION(              Toolkit, ItemView, "enableRefresh",       ACTION_ENABLE_REFRESH   )
-DALI_ACTION_REGISTRATION(              Toolkit, ItemView, "disableRefresh",      ACTION_DISABLE_REFRESH  )
+DALI_ACTION_REGISTRATION(Toolkit, ItemView, "enableRefresh",  ACTION_ENABLE_REFRESH )
+DALI_ACTION_REGISTRATION(Toolkit, ItemView, "disableRefresh", ACTION_DISABLE_REFRESH)
 
 DALI_TYPE_REGISTRATION_END()
+// clang-format on
 
-const ItemIter FindItemById( ItemContainer& items, ItemId id )
+const ItemIter FindItemById(ItemContainer& items, ItemId id)
 {
-  for( ItemIter iter = items.begin(); items.end() != iter; ++iter )
+  for(ItemIter iter = items.begin(); items.end() != iter; ++iter)
   {
-    if( iter->first == id )
+    if(iter->first == id)
     {
       return iter;
     }
@@ -290,28 +278,27 @@ const ItemIter FindItemById( ItemContainer& items, ItemId id )
   return items.end();
 }
 
-void InsertToItemContainer( ItemContainer& items, Item item )
+void InsertToItemContainer(ItemContainer& items, Item item)
 {
-  if( items.end() == FindItemById( items, item.first ) )
+  if(items.end() == FindItemById(items, item.first))
   {
-    ItemIter iterToInsert = std::lower_bound( items.begin(), items.end(), item );
-    items.insert( iterToInsert, item );
+    ItemIter iterToInsert = std::lower_bound(items.begin(), items.end(), item);
+    items.insert(iterToInsert, item);
   }
 }
 
-
 /**
   * Helper to apply size constraint to mOvershootOverlay
   * @param[in] overshootOverlay The overshootOverlay actor
   * @param[in] The required height
   */
-void ApplyOvershootSizeConstraint( Actor overshootOverlay, float height )
+void ApplyOvershootSizeConstraint(Actor overshootOverlay, float height)
 {
-  Constraint constraint = Constraint::New<Vector3>( overshootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint( height ) );
-  constraint.AddSource( ParentSource( Dali::Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
-  constraint.AddSource( ParentSource( Dali::Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
-  constraint.AddSource( ParentSource( Dali::Actor::Property::SIZE ) );
-  constraint.SetTag( OVERSHOOT_SIZE_CONSTRAINT_TAG );
+  Constraint constraint = Constraint::New<Vector3>(overshootOverlay, Actor::Property::SIZE, OvershootOverlaySizeConstraint(height));
+  constraint.AddSource(ParentSource(Dali::Toolkit::ItemView::Property::SCROLL_DIRECTION));
+  constraint.AddSource(ParentSource(Dali::Toolkit::ItemView::Property::LAYOUT_ORIENTATION));
+  constraint.AddSource(ParentSource(Dali::Actor::Property::SIZE));
+  constraint.SetTag(OVERSHOOT_SIZE_CONSTRAINT_TAG);
   constraint.Apply();
 }
 
@@ -333,7 +320,7 @@ Dali::Toolkit::ItemView ItemView::New(ItemFactory& factory)
 }
 
 ItemView::ItemView(ItemFactory& factory)
-: Scrollable( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT ) ),
+: Scrollable(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS | REQUIRES_KEYBOARD_NAVIGATION_SUPPORT)),
   mItemFactory(factory),
   mItemsParentOrigin(ParentOrigin::CENTER),
   mItemsAnchorPoint(AnchorPoint::CENTER),
@@ -351,7 +338,7 @@ ItemView::ItemView(ItemFactory& factory)
   mAnimatingOvershootOn(false),
   mAnimateOvershootOff(false),
   mAnchoringEnabled(false),
-  mRefreshOrderHint(true/*Refresh item 0 first*/),
+  mRefreshOrderHint(true /*Refresh item 0 first*/),
   mIsFlicking(false),
   mAddingItems(false),
   mRefreshEnabled(true),
@@ -366,22 +353,21 @@ void ItemView::OnInitialize()
 
   Actor self = Self();
 
-  Vector2 stageSize = Stage::GetCurrent().GetSize();
+  Vector2 stageSize        = Stage::GetCurrent().GetSize();
   mWheelScrollDistanceStep = stageSize.y * DEFAULT_WHEEL_SCROLL_DISTANCE_STEP_PROPORTION;
 
-  self.TouchedSignal().Connect( this, &ItemView::OnTouch );
+  self.TouchedSignal().Connect(this, &ItemView::OnTouch);
   EnableGestureDetection(GestureType::Value(GestureType::PAN));
 
-  mWheelEventFinishedTimer = Timer::New( WHEEL_EVENT_FINISHED_TIME_OUT );
-  mWheelEventFinishedTimer.TickSignal().Connect( this, &ItemView::OnWheelEventFinished );
+  mWheelEventFinishedTimer = Timer::New(WHEEL_EVENT_FINISHED_TIME_OUT);
+  mWheelEventFinishedTimer.TickSignal().Connect(this, &ItemView::OnWheelEventFinished);
 
   SetRefreshInterval(DEFAULT_REFRESH_INTERVAL_LAYOUT_POSITIONS);
 
   // Connect wheel event
-  self.WheelEventSignal().Connect( this, &ItemView::OnWheelEvent );
+  self.WheelEventSignal().Connect(this, &ItemView::OnWheelEvent);
 
-  DevelControl::SetAccessibilityConstructor(self, [](Dali::Actor actor)
-  {
+  DevelControl::SetAccessibilityConstructor(self, [](Dali::Actor actor) {
     return std::unique_ptr<Dali::Accessibility::Accessible>(new AccessibleImpl(actor, Dali::Accessibility::Role::SCROLL_PANE));
   });
 }
@@ -404,7 +390,7 @@ void ItemView::RemoveLayout(unsigned int layoutIndex)
 {
   DALI_ASSERT_ALWAYS(layoutIndex < mLayouts.size());
 
-  if (mActiveLayout == mLayouts[layoutIndex].Get())
+  if(mActiveLayout == mLayouts[layoutIndex].Get())
   {
     mActiveLayout = NULL;
   }
@@ -424,7 +410,7 @@ ItemLayoutPtr ItemView::GetActiveLayout() const
 
 float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
 {
-  return Self().GetCurrentProperty< float >( Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast<float>( itemId );
+  return Self().GetCurrentProperty<float>(Toolkit::ItemView::Property::LAYOUT_POSITION) + static_cast<float>(itemId);
 }
 
 void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
@@ -436,7 +422,7 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz
   Actor self = Self();
 
   // The ItemView size should match the active layout size
-  self.SetProperty( Actor::Property::SIZE, targetSize);
+  self.SetProperty(Actor::Property::SIZE, targetSize);
   mActiveLayoutTargetSize = targetSize;
 
   // Switch to the new layout
@@ -444,49 +430,49 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz
 
   // Move the items to the new layout positions...
 
-  for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+  for(ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
   {
     unsigned int itemId = iter->first;
-    Actor actor = iter->second;
+    Actor        actor  = iter->second;
 
     // Remove constraints from previous layout
     actor.RemoveConstraints();
 
-    mActiveLayout->ApplyConstraints(actor, itemId, targetSize, Self() );
+    mActiveLayout->ApplyConstraints(actor, itemId, targetSize, Self());
 
     Vector3 size;
-    mActiveLayout->GetItemSize( itemId, targetSize, size );
-    actor.SetProperty( Actor::Property::SIZE, size.GetVectorXY() );
+    mActiveLayout->GetItemSize(itemId, targetSize, size);
+    actor.SetProperty(Actor::Property::SIZE, size.GetVectorXY());
   }
 
   // Refresh the new layout
-  ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false/* don't reserve extra*/);
-  AddActorsWithinRange( range, targetSize );
+  ItemRange range = GetItemRange(*mActiveLayout, targetSize, GetCurrentLayoutPosition(0), false /* don't reserve extra*/);
+  AddActorsWithinRange(range, targetSize);
 
   // Scroll to an appropriate layout position
 
-  bool scrollAnimationNeeded(false);
+  bool  scrollAnimationNeeded(false);
   float firstItemScrollPosition(0.0f);
 
   float current = GetCurrentLayoutPosition(0);
   float minimum = ClampFirstItemPosition(current, targetSize, *mActiveLayout);
 
-  if (current < minimum)
+  if(current < minimum)
   {
-    scrollAnimationNeeded = true;
+    scrollAnimationNeeded   = true;
     firstItemScrollPosition = minimum;
   }
-  else if (mAnchoringEnabled)
+  else if(mAnchoringEnabled)
   {
-    scrollAnimationNeeded = true;
+    scrollAnimationNeeded   = true;
     firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(current);
   }
 
-  if (scrollAnimationNeeded)
+  if(scrollAnimationNeeded)
   {
     RemoveAnimation(mScrollAnimation);
     mScrollAnimation = Animation::New(durationSeconds);
-    mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, AlphaFunction::EASE_OUT );
+    mScrollAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, AlphaFunction::EASE_OUT);
     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnLayoutActivationScrollFinished);
     mScrollAnimation.Play();
   }
@@ -509,9 +495,9 @@ void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSiz
 
 void ItemView::DeactivateCurrentLayout()
 {
-  if (mActiveLayout)
+  if(mActiveLayout)
   {
-    for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+    for(ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
     {
       Actor actor = iter->second;
       actor.RemoveConstraints();
@@ -523,7 +509,7 @@ void ItemView::DeactivateCurrentLayout()
 
 void ItemView::OnRefreshNotification(PropertyNotification& source)
 {
-  if( mRefreshNotificationEnabled )
+  if(mRefreshNotificationEnabled)
   {
     // Cancel scroll animation to prevent any fighting of setting the scroll position property by scroll bar during fast scroll.
     if(!mRefreshEnabled && mScrollAnimation)
@@ -538,9 +524,9 @@ void ItemView::OnRefreshNotification(PropertyNotification& source)
 
 void ItemView::Refresh()
 {
-  for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
+  for(ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
   {
-    ReleaseActor( iter->first, iter->second );
+    ReleaseActor(iter->first, iter->second);
   }
   mItemPool.clear();
 
@@ -549,13 +535,13 @@ void ItemView::Refresh()
 
 void ItemView::DoRefresh(float currentLayoutPosition, bool cacheExtra)
 {
-  if (mActiveLayout)
+  if(mActiveLayout)
   {
-    ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra/*reserve extra*/);
-    RemoveActorsOutsideRange( range );
-    AddActorsWithinRange( range, Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) );
+    ItemRange range = GetItemRange(*mActiveLayout, mActiveLayoutTargetSize, currentLayoutPosition, cacheExtra /*reserve extra*/);
+    RemoveActorsOutsideRange(range);
+    AddActorsWithinRange(range, Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
-    mScrollUpdatedSignal.Emit( Vector2(0.0f, currentLayoutPosition) );
+    mScrollUpdatedSignal.Emit(Vector2(0.0f, currentLayoutPosition));
   }
 }
 
@@ -611,7 +597,7 @@ float ItemView::GetAnchoringDuration() const
 
 void ItemView::SetRefreshInterval(float intervalLayoutPositions)
 {
-  if( !Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions) )
+  if(!Equals(mRefreshIntervalLayoutPositions, intervalLayoutPositions))
   {
     mRefreshIntervalLayoutPositions = intervalLayoutPositions;
 
@@ -620,8 +606,8 @@ void ItemView::SetRefreshInterval(float intervalLayoutPositions)
     {
       self.RemovePropertyNotification(mRefreshNotification);
     }
-    mRefreshNotification = self.AddPropertyNotification( Toolkit::ItemView::Property::LAYOUT_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f) );
-    mRefreshNotification.NotifySignal().Connect( this, &ItemView::OnRefreshNotification );
+    mRefreshNotification = self.AddPropertyNotification(Toolkit::ItemView::Property::LAYOUT_POSITION, StepCondition(mRefreshIntervalLayoutPositions, 0.0f));
+    mRefreshNotification.NotifySignal().Connect(this, &ItemView::OnRefreshNotification);
   }
 }
 
@@ -639,9 +625,9 @@ Actor ItemView::GetItem(unsigned int itemId) const
 {
   Actor actor;
 
-  for ( ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
+  for(ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
   {
-    if( iter->first == itemId )
+    if(iter->first == itemId)
     {
       actor = iter->second;
       break;
@@ -651,13 +637,13 @@ Actor ItemView::GetItem(unsigned int itemId) const
   return actor;
 }
 
-unsigned int ItemView::GetItemId( Actor actor ) const
+unsigned int ItemView::GetItemId(Actor actor) const
 {
-  unsigned int itemId( 0 );
+  unsigned int itemId(0);
 
-  for ( ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter )
+  for(ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
   {
-    if( iter->second == actor )
+    if(iter->second == actor)
     {
       itemId = iter->first;
       break;
@@ -667,21 +653,21 @@ unsigned int ItemView::GetItemId( Actor actor ) const
   return itemId;
 }
 
-void ItemView::InsertItem( Item newItem, float durationSeconds )
+void ItemView::InsertItem(Item newItem, float durationSeconds)
 {
-  mAddingItems = true;
-  Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  mAddingItems       = true;
+  Vector3 layoutSize = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-  Actor displacedActor;
+  Actor    displacedActor;
   ItemIter afterDisplacedIter = mItemPool.end();
 
-  ItemIter foundIter = FindItemById( mItemPool, newItem.first );
-  if( mItemPool.end() != foundIter )
+  ItemIter foundIter = FindItemById(mItemPool, newItem.first);
+  if(mItemPool.end() != foundIter)
   {
-    SetupActor( newItem, layoutSize );
-    Self().Add( newItem.second );
+    SetupActor(newItem, layoutSize);
+    Self().Add(newItem.second);
 
-    displacedActor = foundIter->second;
+    displacedActor    = foundIter->second;
     foundIter->second = newItem.second;
 
     afterDisplacedIter = ++foundIter;
@@ -690,109 +676,109 @@ void ItemView::InsertItem( Item newItem, float durationSeconds )
   {
     // Inserting before the existing item range?
     ItemIter iter = mItemPool.begin();
-    if( iter != mItemPool.end() &&
-        iter->first > newItem.first )
+    if(iter != mItemPool.end() &&
+       iter->first > newItem.first)
     {
       displacedActor = iter->second;
-      iter = mItemPool.erase( iter ); // iter is still valid after the erase
+      iter           = mItemPool.erase(iter); // iter is still valid after the erase
 
       afterDisplacedIter = iter;
     }
   }
 
-  if( displacedActor )
+  if(displacedActor)
   {
     // Move the existing actors to make room
-    for( ItemIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter )
+    for(ItemIter iter = afterDisplacedIter; mItemPool.end() != iter; ++iter)
     {
-      Actor temp = iter->second;
-      iter->second = displacedActor;
+      Actor temp     = iter->second;
+      iter->second   = displacedActor;
       displacedActor = temp;
 
       iter->second.RemoveConstraints();
-      mActiveLayout->ApplyConstraints( iter->second, iter->first, layoutSize, Self() );
+      mActiveLayout->ApplyConstraints(iter->second, iter->first, layoutSize, Self());
     }
 
     // Create last item
     ItemContainer::reverse_iterator lastIter = mItemPool.rbegin();
-    if ( lastIter != mItemPool.rend() )
+    if(lastIter != mItemPool.rend())
     {
       ItemId lastId = lastIter->first;
-      Item lastItem( lastId + 1, displacedActor );
-      InsertToItemContainer( mItemPool, lastItem );
+      Item   lastItem(lastId + 1, displacedActor);
+      InsertToItemContainer(mItemPool, lastItem);
 
       lastItem.second.RemoveConstraints();
-      mActiveLayout->ApplyConstraints( lastItem.second, lastItem.first, layoutSize, Self() );
+      mActiveLayout->ApplyConstraints(lastItem.second, lastItem.first, layoutSize, Self());
     }
   }
 
-  CalculateDomainSize( layoutSize );
+  CalculateDomainSize(layoutSize);
 
   mAddingItems = false;
 }
 
-void ItemView::InsertItems( const ItemContainer& newItems, float durationSeconds )
+void ItemView::InsertItems(const ItemContainer& newItems, float durationSeconds)
 {
-  mAddingItems = true;
-  Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  mAddingItems       = true;
+  Vector3 layoutSize = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
   // Insert from lowest id to highest
   ItemContainer sortedItems(newItems);
-  std::sort( sortedItems.begin(), sortedItems.end() );
+  std::sort(sortedItems.begin(), sortedItems.end());
 
-  for( ItemIter iter = sortedItems.begin(); sortedItems.end() != iter; ++iter )
+  for(ItemIter iter = sortedItems.begin(); sortedItems.end() != iter; ++iter)
   {
-    Self().Add( iter->second );
+    Self().Add(iter->second);
 
-    ItemIter foundIter = FindItemById( mItemPool, iter->first );
-    if( mItemPool.end() != foundIter )
+    ItemIter foundIter = FindItemById(mItemPool, iter->first);
+    if(mItemPool.end() != foundIter)
     {
-      Actor moveMe = foundIter->second;
+      Actor moveMe      = foundIter->second;
       foundIter->second = iter->second;
 
       // Move the existing actors to make room
-      for( ItemIter iter = ++foundIter; mItemPool.end() != iter; ++iter )
+      for(ItemIter iter = ++foundIter; mItemPool.end() != iter; ++iter)
       {
-        Actor temp = iter->second;
+        Actor temp   = iter->second;
         iter->second = moveMe;
-        moveMe = temp;
+        moveMe       = temp;
       }
 
       // Create last item
       ItemId lastId = mItemPool.rbegin()->first;
-      Item lastItem( lastId + 1, moveMe );
-      InsertToItemContainer( mItemPool, lastItem );
+      Item   lastItem(lastId + 1, moveMe);
+      InsertToItemContainer(mItemPool, lastItem);
     }
     else
     {
-      InsertToItemContainer( mItemPool, *iter );
+      InsertToItemContainer(mItemPool, *iter);
     }
   }
 
   // Relayout everything
-  for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+  for(ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
   {
     // If newly inserted
-    if( std::binary_search( sortedItems.begin(), sortedItems.end(), *iter ) )
+    if(std::binary_search(sortedItems.begin(), sortedItems.end(), *iter))
     {
-      SetupActor( *iter, layoutSize );
+      SetupActor(*iter, layoutSize);
     }
     else
     {
       iter->second.RemoveConstraints();
-      mActiveLayout->ApplyConstraints( iter->second, iter->first, layoutSize, Self() );
+      mActiveLayout->ApplyConstraints(iter->second, iter->first, layoutSize, Self());
     }
   }
 
-  CalculateDomainSize( layoutSize );
+  CalculateDomainSize(layoutSize);
 
   mAddingItems = false;
 }
 
-void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
+void ItemView::RemoveItem(unsigned int itemId, float durationSeconds)
 {
-  bool actorsReordered = RemoveActor( itemId );
-  if( actorsReordered )
+  bool actorsReordered = RemoveActor(itemId);
+  if(actorsReordered)
   {
     ReapplyAllConstraints();
 
@@ -800,23 +786,23 @@ void ItemView::RemoveItem( unsigned int itemId, float durationSeconds )
   }
 }
 
-void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSeconds )
+void ItemView::RemoveItems(const ItemIdContainer& itemIds, float durationSeconds)
 {
-  bool actorsReordered( false );
+  bool actorsReordered(false);
 
   // Remove from highest id to lowest
   ItemIdContainer sortedItems(itemIds);
-  std::sort( sortedItems.begin(), sortedItems.end() );
+  std::sort(sortedItems.begin(), sortedItems.end());
 
-  for( ItemIdContainer::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter )
+  for(ItemIdContainer::reverse_iterator iter = sortedItems.rbegin(); sortedItems.rend() != iter; ++iter)
   {
-    if( RemoveActor( *iter ) )
+    if(RemoveActor(*iter))
     {
       actorsReordered = true;
     }
   }
 
-  if( actorsReordered )
+  if(actorsReordered)
   {
     ReapplyAllConstraints();
 
@@ -826,10 +812,10 @@ void ItemView::RemoveItems( const ItemIdContainer& itemIds, float durationSecond
 
 bool ItemView::RemoveActor(unsigned int itemId)
 {
-  bool reordered( false );
+  bool reordered(false);
 
-  ItemIter removeIter = FindItemById( mItemPool, itemId );
-  if( removeIter != mItemPool.end() )
+  ItemIter removeIter = FindItemById(mItemPool, itemId);
+  if(removeIter != mItemPool.end())
   {
     ReleaseActor(itemId, removeIter->second);
   }
@@ -837,17 +823,17 @@ bool ItemView::RemoveActor(unsigned int itemId)
   {
     // Removing before the existing item range?
     ItemIter iter = mItemPool.begin();
-    if( iter != mItemPool.end() &&
-        iter->first > itemId )
+    if(iter != mItemPool.end() &&
+       iter->first > itemId)
     {
       // In order to decrement the first visible item ID
-      InsertToItemContainer( mItemPool, Item(iter->first - 1, Actor()) );
+      InsertToItemContainer(mItemPool, Item(iter->first - 1, Actor()));
 
       removeIter = mItemPool.begin();
     }
   }
 
-  if( removeIter != mItemPool.end() )
+  if(removeIter != mItemPool.end())
   {
     reordered = true;
 
@@ -857,15 +843,15 @@ bool ItemView::RemoveActor(unsigned int itemId)
     //     ID 2 - ActorB       ID 2 - ActorC (previously ID 3)
     //     ID 3 - ActorC       ID 3 - ActorB (previously ID 4)
     //     ID 4 - ActorD
-    for (ItemIter iter = removeIter; iter != mItemPool.end(); ++iter)
+    for(ItemIter iter = removeIter; iter != mItemPool.end(); ++iter)
     {
-      if( iter->first < mItemPool.rbegin()->first )
+      if(iter->first < mItemPool.rbegin()->first)
       {
-        iter->second = ( iter + 1 )->second;
+        iter->second = (iter + 1)->second;
       }
       else
       {
-        mItemPool.erase( iter );
+        mItemPool.erase(iter);
         break;
       }
     }
@@ -874,50 +860,50 @@ bool ItemView::RemoveActor(unsigned int itemId)
   return reordered;
 }
 
-void ItemView::ReplaceItem( Item replacementItem, float durationSeconds )
+void ItemView::ReplaceItem(Item replacementItem, float durationSeconds)
 {
-  mAddingItems = true;
-  Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  mAddingItems       = true;
+  Vector3 layoutSize = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-  SetupActor( replacementItem, layoutSize );
-  Self().Add( replacementItem.second );
+  SetupActor(replacementItem, layoutSize);
+  Self().Add(replacementItem.second);
 
-  const ItemIter iter = FindItemById( mItemPool, replacementItem.first );
-  if( mItemPool.end() != iter )
+  const ItemIter iter = FindItemById(mItemPool, replacementItem.first);
+  if(mItemPool.end() != iter)
   {
     ReleaseActor(iter->first, iter->second);
     iter->second = replacementItem.second;
   }
   else
   {
-    InsertToItemContainer( mItemPool, replacementItem );
+    InsertToItemContainer(mItemPool, replacementItem);
   }
 
-  CalculateDomainSize( layoutSize );
+  CalculateDomainSize(layoutSize);
 
   mAddingItems = false;
 }
 
-void ItemView::ReplaceItems( const ItemContainer& replacementItems, float durationSeconds )
+void ItemView::ReplaceItems(const ItemContainer& replacementItems, float durationSeconds)
 {
-  for( ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter )
+  for(ConstItemIter iter = replacementItems.begin(); replacementItems.end() != iter; ++iter)
   {
-    ReplaceItem( *iter, durationSeconds );
+    ReplaceItem(*iter, durationSeconds);
   }
 }
 
-void ItemView::RemoveActorsOutsideRange( ItemRange range )
+void ItemView::RemoveActorsOutsideRange(ItemRange range)
 {
   // Remove unwanted actors from the ItemView & ItemPool
-  for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); )
+  for(ItemIter iter = mItemPool.begin(); iter != mItemPool.end();)
   {
     unsigned int current = iter->first;
 
-    if( ! range.Within( current ) )
+    if(!range.Within(current))
     {
       ReleaseActor(iter->first, iter->second);
 
-      iter = mItemPool.erase( iter ); // iter is still valid after the erase
+      iter = mItemPool.erase(iter); // iter is still valid after the erase
     }
     else
     {
@@ -926,71 +912,71 @@ void ItemView::RemoveActorsOutsideRange( ItemRange range )
   }
 }
 
-void ItemView::AddActorsWithinRange( ItemRange range, const Vector3& layoutSize )
+void ItemView::AddActorsWithinRange(ItemRange range, const Vector3& layoutSize)
 {
   range.end = std::min(mItemFactory.GetNumberOfItems(), range.end);
 
   // The order of addition depends on the scroll direction.
-  if (mRefreshOrderHint)
+  if(mRefreshOrderHint)
   {
-    for (unsigned int itemId = range.begin; itemId < range.end; ++itemId)
+    for(unsigned int itemId = range.begin; itemId < range.end; ++itemId)
     {
-      AddNewActor( itemId, layoutSize );
+      AddNewActor(itemId, layoutSize);
     }
   }
   else
   {
-    for (unsigned int itemId = range.end; itemId > range.begin; --itemId)
+    for(unsigned int itemId = range.end; itemId > range.begin; --itemId)
     {
-      AddNewActor( itemId-1, layoutSize );
+      AddNewActor(itemId - 1, layoutSize);
     }
   }
 
   // Total number of items may change dynamically.
   // Always recalculate the domain size to reflect that.
-  CalculateDomainSize(Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  CalculateDomainSize(Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 }
 
-void ItemView::AddNewActor( unsigned int itemId, const Vector3& layoutSize )
+void ItemView::AddNewActor(unsigned int itemId, const Vector3& layoutSize)
 {
   mAddingItems = true;
 
-  if( mItemPool.end() == FindItemById( mItemPool, itemId ) )
+  if(mItemPool.end() == FindItemById(mItemPool, itemId))
   {
-    Actor actor = mItemFactory.NewItem( itemId );
+    Actor actor = mItemFactory.NewItem(itemId);
 
-    if( actor )
+    if(actor)
     {
-      Item newItem( itemId, actor );
+      Item newItem(itemId, actor);
 
-      InsertToItemContainer( mItemPool, newItem );
+      InsertToItemContainer(mItemPool, newItem);
 
-      SetupActor( newItem, layoutSize );
-      Self().Add( actor );
+      SetupActor(newItem, layoutSize);
+      Self().Add(actor);
     }
   }
 
   mAddingItems = false;
 }
 
-void ItemView::SetupActor( Item item, const Vector3& layoutSize )
+void ItemView::SetupActor(Item item, const Vector3& layoutSize)
 {
-  item.second.SetProperty( Actor::Property::PARENT_ORIGIN, mItemsParentOrigin );
-  item.second.SetProperty( Actor::Property::ANCHOR_POINT, mItemsAnchorPoint );
+  item.second.SetProperty(Actor::Property::PARENT_ORIGIN, mItemsParentOrigin);
+  item.second.SetProperty(Actor::Property::ANCHOR_POINT, mItemsAnchorPoint);
 
-  if( mActiveLayout )
+  if(mActiveLayout)
   {
     Vector3 size;
-    mActiveLayout->GetItemSize( item.first, mActiveLayoutTargetSize, size );
-    item.second.SetProperty( Actor::Property::SIZE, size.GetVectorXY() );
+    mActiveLayout->GetItemSize(item.first, mActiveLayoutTargetSize, size);
+    item.second.SetProperty(Actor::Property::SIZE, size.GetVectorXY());
 
-    mActiveLayout->ApplyConstraints( item.second, item.first, layoutSize, Self() );
+    mActiveLayout->ApplyConstraints(item.second, item.first, layoutSize, Self());
   }
 }
 
-void ItemView::ReleaseActor( ItemId item, Actor actor )
+void ItemView::ReleaseActor(ItemId item, Actor actor)
 {
-  Self().Remove( actor );
+  Self().Remove(actor);
   mItemFactory.ItemReleased(item, actor);
 }
 
@@ -1000,13 +986,13 @@ ItemRange ItemView::GetItemRange(ItemLayout& layout, const Vector3& layoutSize,
 
   ItemRange available(0u, itemCount);
 
-  ItemRange range = layout.GetItemsWithinArea( layoutPosition, layoutSize );
+  ItemRange range = layout.GetItemsWithinArea(layoutPosition, layoutSize);
 
-  if (reserveExtra)
+  if(reserveExtra)
   {
     // Add the reserve items for scrolling
     unsigned int extra = layout.GetReserveItemCount(layoutSize);
-    range.begin = (range.begin >= extra) ? (range.begin - extra) : 0u;
+    range.begin        = (range.begin >= extra) ? (range.begin - extra) : 0u;
     range.end += extra;
   }
 
@@ -1029,26 +1015,26 @@ void ItemView::OnChildAdd(Actor& child)
     }
   }
 
-  Scrollable::OnChildAdd( child );
+  Scrollable::OnChildAdd(child);
 }
 
 bool ItemView::OnWheelEvent(Actor actor, const WheelEvent& event)
 {
   // Respond the wheel event to scroll
-  if (mActiveLayout)
+  if(mActiveLayout)
   {
-    Actor self = Self();
-    const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
-    float layoutPositionDelta = GetCurrentLayoutPosition(0) - (event.GetDelta() * mWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
-    float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
+    Actor         self                    = Self();
+    const Vector3 layoutSize              = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+    float         layoutPositionDelta     = GetCurrentLayoutPosition(0) - (event.GetDelta() * mWheelScrollDistanceStep * mActiveLayout->GetScrollSpeedFactor());
+    float         firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
 
-    self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
+    self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition);
 
     mScrollStartedSignal.Emit(GetCurrentScrollPosition());
     mRefreshEnabled = true;
   }
 
-  if (mWheelEventFinishedTimer.IsRunning())
+  if(mWheelEventFinishedTimer.IsRunning())
   {
     mWheelEventFinishedTimer.Stop();
   }
@@ -1060,13 +1046,13 @@ bool ItemView::OnWheelEvent(Actor actor, const WheelEvent& event)
 
 bool ItemView::OnWheelEventFinished()
 {
-  if (mActiveLayout)
+  if(mActiveLayout)
   {
     RemoveAnimation(mScrollAnimation);
 
     // No more wheel events coming. Do the anchoring if enabled.
     mScrollAnimation = DoAnchoring();
-    if (mScrollAnimation)
+    if(mScrollAnimation)
     {
       mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
       mScrollAnimation.Play();
@@ -1085,12 +1071,12 @@ bool ItemView::OnWheelEventFinished()
 
 void ItemView::ReapplyAllConstraints()
 {
-  Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  Vector3 layoutSize = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
-  for (ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+  for(ConstItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
   {
-    unsigned int id = iter->first;
-    Actor actor = iter->second;
+    unsigned int id    = iter->first;
+    Actor        actor = iter->second;
 
     actor.RemoveConstraints();
     mActiveLayout->ApplyConstraints(actor, id, layoutSize, Self());
@@ -1099,24 +1085,24 @@ void ItemView::ReapplyAllConstraints()
 
 void ItemView::OnItemsRemoved()
 {
-  CalculateDomainSize(Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+  CalculateDomainSize(Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE));
 
   // Adjust scroll-position after an item is removed
-  if( mActiveLayout )
+  if(mActiveLayout)
   {
-    float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), *mActiveLayout);
-    Self().SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
+    float firstItemScrollPosition = ClampFirstItemPosition(GetCurrentLayoutPosition(0), Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE), *mActiveLayout);
+    Self().SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition);
   }
 }
 
-float ItemView::ClampFirstItemPosition( float targetPosition, const Vector3& targetSize, ItemLayout& layout, bool updateOvershoot )
+float ItemView::ClampFirstItemPosition(float targetPosition, const Vector3& targetSize, ItemLayout& layout, bool updateOvershoot)
 {
-  Actor self = Self();
+  Actor self              = Self();
   float minLayoutPosition = layout.GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), targetSize);
-  float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
+  float clamppedPosition  = std::min(0.0f, std::max(minLayoutPosition, targetPosition));
   self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector2(0.0f, -minLayoutPosition));
 
-  if( updateOvershoot )
+  if(updateOvershoot)
   {
     mScrollOvershoot = targetPosition - clamppedPosition;
   }
@@ -1124,21 +1110,21 @@ float ItemView::ClampFirstItemPosition( float targetPosition, const Vector3& tar
   return clamppedPosition;
 }
 
-bool ItemView::OnTouch( Actor actor, const TouchEvent& touch )
+bool ItemView::OnTouch(Actor actor, const TouchEvent& touch)
 {
   // Ignore events with multiple-touch points
-  if (touch.GetPointCount() != 1)
+  if(touch.GetPointCount() != 1)
   {
     return false;
   }
 
-  if ( touch.GetState( 0 ) == PointState::DOWN )
+  if(touch.GetState(0) == PointState::DOWN)
   {
     // Cancel ongoing scrolling etc.
     mGestureState = GestureState::CLEAR;
 
     mScrollDistance = 0.0f;
-    mScrollSpeed = 0.0f;
+    mScrollSpeed    = 0.0f;
     Self().SetProperty(Toolkit::ItemView::Property::SCROLL_SPEED, mScrollSpeed);
 
     mScrollOvershoot = 0.0f;
@@ -1155,15 +1141,15 @@ bool ItemView::OnTouch( Actor actor, const TouchEvent& touch )
   return false; // Do not consume as we're potentially scrolling (detecting pan gestures)
 }
 
-void ItemView::OnPan( const PanGesture& gesture )
+void ItemView::OnPan(const PanGesture& gesture)
 {
-  Actor self = Self();
-  const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  Actor         self       = Self();
+  const Vector3 layoutSize = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
   RemoveAnimation(mScrollAnimation);
 
   // Short-circuit if there is no active layout
-  if (!mActiveLayout)
+  if(!mActiveLayout)
   {
     mGestureState = GestureState::CLEAR;
     return;
@@ -1171,55 +1157,54 @@ void ItemView::OnPan( const PanGesture& gesture )
 
   mGestureState = gesture.GetState();
 
-  switch (mGestureState)
+  switch(mGestureState)
   {
     case GestureState::FINISHED:
     {
       // Swipe Detection
-      if (fabsf(mScrollDistance) > mMinimumSwipeDistance &&
-          mScrollSpeed > mMinimumSwipeSpeed)
+      if(fabsf(mScrollDistance) > mMinimumSwipeDistance &&
+         mScrollSpeed > mMinimumSwipeSpeed)
       {
         float direction = (mScrollDistance < 0.0f) ? -1.0f : 1.0f;
 
         mRefreshOrderHint = true;
 
-        float currentLayoutPosition = GetCurrentLayoutPosition(0);
+        float currentLayoutPosition   = GetCurrentLayoutPosition(0);
         float firstItemScrollPosition = ClampFirstItemPosition(currentLayoutPosition + mScrollSpeed * direction,
                                                                layoutSize,
                                                                *mActiveLayout);
 
-        if (mAnchoringEnabled)
+        if(mAnchoringEnabled)
         {
           firstItemScrollPosition = mActiveLayout->GetClosestAnchorPosition(firstItemScrollPosition);
         }
 
         RemoveAnimation(mScrollAnimation);
 
-        float flickAnimationDuration = Clamp( mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0)))
-                                       , DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
+        float flickAnimationDuration = Clamp(mActiveLayout->GetItemFlickAnimationDuration() * std::max(1.0f, fabsf(firstItemScrollPosition - GetCurrentLayoutPosition(0))), DEFAULT_MINIMUM_SWIPE_DURATION, DEFAULT_MAXIMUM_SWIPE_DURATION);
 
         mScrollAnimation = Animation::New(flickAnimationDuration);
-        mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION ), firstItemScrollPosition, AlphaFunction::EASE_OUT );
-        mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT );
+        mScrollAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, AlphaFunction::EASE_OUT);
+        mScrollAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT);
 
         mIsFlicking = true;
 
         // Check whether it has already scrolled to the end
-        if( fabs(currentLayoutPosition - firstItemScrollPosition) < Math::MACHINE_EPSILON_0 )
+        if(fabs(currentLayoutPosition - firstItemScrollPosition) < Math::MACHINE_EPSILON_0)
         {
-          AnimateScrollOvershoot( 0.0f );
-          RemoveAnimation( mScrollAnimation );
+          AnimateScrollOvershoot(0.0f);
+          RemoveAnimation(mScrollAnimation);
         }
       }
 
       // Anchoring may be triggered when there was no swipe
-      if (!mScrollAnimation)
+      if(!mScrollAnimation)
       {
         mScrollAnimation = DoAnchoring();
       }
 
       // Reset the overshoot if no scroll animation.
-      if (!mScrollAnimation)
+      if(!mScrollAnimation)
       {
         mScrollCompletedSignal.Emit(GetCurrentScrollPosition());
 
@@ -1238,8 +1223,8 @@ void ItemView::OnPan( const PanGesture& gesture )
     case GestureState::CONTINUING:
     {
       const Vector2& displacement = gesture.GetDisplacement();
-      mScrollDistance = CalculateScrollDistance(displacement, *mActiveLayout);
-      mScrollSpeed = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
+      mScrollDistance             = CalculateScrollDistance(displacement, *mActiveLayout);
+      mScrollSpeed                = Clamp((gesture.GetSpeed() * gesture.GetSpeed() * mActiveLayout->GetFlickSpeedFactor() * MILLISECONDS_PER_SECONDS), 0.0f, mActiveLayout->GetMaximumSwipeSpeed());
 
       // Refresh order depends on the direction of the scroll; negative is towards the last item.
       mRefreshOrderHint = mScrollDistance < 0.0f;
@@ -1248,14 +1233,14 @@ void ItemView::OnPan( const PanGesture& gesture )
 
       float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
 
-      float currentOvershoot = self.GetCurrentProperty< float >( Toolkit::ItemView::Property::OVERSHOOT );
+      float currentOvershoot = self.GetCurrentProperty<float>(Toolkit::ItemView::Property::OVERSHOOT);
 
-      self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
+      self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition);
 
-      if( ( firstItemScrollPosition >= 0.0f &&
-            currentOvershoot < 1.0f ) ||
-          ( firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) &&
-            currentOvershoot > -1.0f ) )
+      if((firstItemScrollPosition >= 0.0f &&
+          currentOvershoot < 1.0f) ||
+         (firstItemScrollPosition <= mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize) &&
+          currentOvershoot > -1.0f))
       {
         mTotalPanDisplacement += displacement;
       }
@@ -1265,24 +1250,24 @@ void ItemView::OnPan( const PanGesture& gesture )
       // If the view is moved in a direction against the overshoot indicator, then the indicator should be animated off.
       // First make sure we are not in an animation, otherwise a previously started
       // off-animation will be overwritten as the user continues scrolling.
-      if( !mInAnimation )
+      if(!mInAnimation)
       {
         // Check if the movement is against the current overshoot amount (if we are currently displaying the indicator).
-        if( ( ( mScrollOvershoot > Math::MACHINE_EPSILON_0 ) && ( mScrollDistance < -Math::MACHINE_EPSILON_0 ) ) ||
-          ( ( mScrollOvershoot < Math::MACHINE_EPSILON_0 ) && ( mScrollDistance > Math::MACHINE_EPSILON_0 ) ) )
+        if(((mScrollOvershoot > Math::MACHINE_EPSILON_0) && (mScrollDistance < -Math::MACHINE_EPSILON_0)) ||
+           ((mScrollOvershoot < Math::MACHINE_EPSILON_0) && (mScrollDistance > Math::MACHINE_EPSILON_0)))
         {
           // The user has moved against the indicator direction.
           // First, we reset the total displacement. This means the overshoot amount will become zero the next frame,
           // and if the user starts dragging in the overshoot direction again, the indicator will appear once more.
           mTotalPanDisplacement = Vector2::ZERO;
           // Animate the overshoot indicator off.
-          AnimateScrollOvershoot( 0.0f, false );
+          AnimateScrollOvershoot(0.0f, false);
         }
         else
         {
           // Only set the property directly if we are not animating the overshoot away,
           // as otherwise this will overwrite the animation generated value.
-          self.SetProperty( Toolkit::ItemView::Property::OVERSHOOT, mScrollOvershoot );
+          self.SetProperty(Toolkit::ItemView::Property::OVERSHOOT, mScrollOvershoot);
         }
       }
     }
@@ -1298,7 +1283,7 @@ void ItemView::OnPan( const PanGesture& gesture )
       break;
   }
 
-  if (mScrollAnimation)
+  if(mScrollAnimation)
   {
     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
     mScrollAnimation.Play();
@@ -1323,8 +1308,8 @@ Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::Key
     }
     else if(actor && actor.GetParent() == this->Self())
     {
-      int itemID = GetItemId(actor);
-      nextItemID = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
+      int itemID     = GetItemId(actor);
+      nextItemID     = mActiveLayout->GetNextFocusItemID(itemID, mItemFactory.GetNumberOfItems(), direction, loopEnabled);
       nextFocusActor = GetItem(nextItemID);
       if(nextFocusActor == actor)
       {
@@ -1333,14 +1318,14 @@ Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::Key
         return nextFocusActor;
       }
     }
-    float layoutPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
-    Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+    float   layoutPosition = mActiveLayout->GetClosestAnchorPosition(GetCurrentLayoutPosition(0));
+    Vector3 layoutSize     = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
     if(!nextFocusActor)
     {
       // likely the current item is not buffered, so not in our item pool, probably best to get first viewable item
       ItemRange viewableItems = mActiveLayout->GetItemsWithinArea(layoutPosition, layoutSize);
-      nextItemID = viewableItems.begin;
-      nextFocusActor = GetItem(nextItemID);
+      nextItemID              = viewableItems.begin;
+      nextFocusActor          = GetItem(nextItemID);
     }
   }
   return nextFocusActor;
@@ -1351,9 +1336,9 @@ void ItemView::OnKeyboardFocusChangeCommitted(Actor commitedFocusableActor)
   // only in this function if our chosen focus actor was actually used
   if(commitedFocusableActor)
   {
-    int nextItemID = GetItemId(commitedFocusableActor);
-    float layoutPosition = GetCurrentLayoutPosition(0);
-    Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+    int     nextItemID     = GetItemId(commitedFocusableActor);
+    float   layoutPosition = GetCurrentLayoutPosition(0);
+    Vector3 layoutSize     = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
     float scrollTo = mActiveLayout->GetClosestOnScreenLayoutPosition(nextItemID, layoutPosition, layoutSize);
     ScrollTo(Vector2(0.0f, scrollTo), DEFAULT_KEYBOARD_FOCUS_SCROLL_DURATION);
@@ -1370,15 +1355,15 @@ void ItemView::AccessibleImpl::EnsureChildVisible(Actor child)
 Animation ItemView::DoAnchoring()
 {
   Animation anchoringAnimation;
-  Actor self = Self();
+  Actor     self = Self();
 
-  if (mActiveLayout && mAnchoringEnabled)
+  if(mActiveLayout && mAnchoringEnabled)
   {
-    float anchorPosition = mActiveLayout->GetClosestAnchorPosition( GetCurrentLayoutPosition(0) );
+    float anchorPosition = mActiveLayout->GetClosestAnchorPosition(GetCurrentLayoutPosition(0));
 
     anchoringAnimation = Animation::New(mAnchoringDuration);
-    anchoringAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), anchorPosition, AlphaFunction::EASE_OUT );
-    anchoringAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT );
+    anchoringAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), anchorPosition, AlphaFunction::EASE_OUT);
+    anchoringAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::SCROLL_SPEED), 0.0f, AlphaFunction::EASE_OUT);
     if(!mIsFlicking)
     {
       AnimateScrollOvershoot(0.0f);
@@ -1398,12 +1383,12 @@ void ItemView::OnScrollFinished(Animation& source)
 
   if(mIsFlicking && fabsf(mScrollOvershoot) > Math::MACHINE_EPSILON_1)
   {
-    AnimateScrollOvershoot( mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
+    AnimateScrollOvershoot(mScrollOvershoot > 0.0f ? 1.0f : -1.0f, true);
   }
   else
   {
     // Reset the overshoot
-    AnimateScrollOvershoot( 0.0f );
+    AnimateScrollOvershoot(0.0f);
   }
   mIsFlicking = false;
 
@@ -1434,21 +1419,21 @@ void ItemView::OnOvershootOnFinished(Animation& animation)
 
 void ItemView::ScrollToItem(unsigned int itemId, float durationSeconds)
 {
-  Actor self = Self();
-  const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
-  float firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
+  Actor         self                    = Self();
+  const Vector3 layoutSize              = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
+  float         firstItemScrollPosition = ClampFirstItemPosition(mActiveLayout->GetItemScrollToPosition(itemId), layoutSize, *mActiveLayout);
 
   if(durationSeconds > 0.0f)
   {
     RemoveAnimation(mScrollAnimation);
     mScrollAnimation = Animation::New(durationSeconds);
-    mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction );
+    mScrollAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction);
     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
     mScrollAnimation.Play();
   }
   else
   {
-    self.SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
+    self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition);
     AnimateScrollOvershoot(0.0f);
   }
 
@@ -1475,10 +1460,10 @@ void ItemView::CalculateDomainSize(const Vector3& layoutSize)
 
   if(mActiveLayout)
   {
-    firstItemPosition = mActiveLayout->GetItemPosition( 0,0,layoutSize );
+    firstItemPosition = mActiveLayout->GetItemPosition(0, 0, layoutSize);
 
     float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), layoutSize);
-    lastItemPosition = mActiveLayout->GetItemPosition( fabs(minLayoutPosition),fabs(minLayoutPosition),layoutSize );
+    lastItemPosition        = mActiveLayout->GetItemPosition(fabs(minLayoutPosition), fabs(minLayoutPosition), layoutSize);
 
     float domainSize;
 
@@ -1506,27 +1491,27 @@ bool ItemView::IsLayoutScrollable(const Vector3& layoutSize)
 {
   Actor self = Self();
 
-  float currentLayoutPosition = ClampFirstItemPosition( GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout, false );
-  float forwardClampedPosition = ClampFirstItemPosition( currentLayoutPosition + 1.0, layoutSize, *mActiveLayout, false );
-  float backwardClampedPosition = ClampFirstItemPosition( currentLayoutPosition - 1.0, layoutSize, *mActiveLayout, false );
+  float currentLayoutPosition   = ClampFirstItemPosition(GetCurrentLayoutPosition(0), layoutSize, *mActiveLayout, false);
+  float forwardClampedPosition  = ClampFirstItemPosition(currentLayoutPosition + 1.0, layoutSize, *mActiveLayout, false);
+  float backwardClampedPosition = ClampFirstItemPosition(currentLayoutPosition - 1.0, layoutSize, *mActiveLayout, false);
 
   return (fabs(forwardClampedPosition - backwardClampedPosition) > Math::MACHINE_EPSILON_0);
 }
 
 float ItemView::GetScrollPosition(float layoutPosition, const Vector3& layoutSize) const
 {
-  Vector3 firstItemPosition( mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize ) );
-  return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x: firstItemPosition.y;
+  Vector3 firstItemPosition(mActiveLayout->GetItemPosition(0, layoutPosition, layoutSize));
+  return IsHorizontal(mActiveLayout->GetOrientation()) ? firstItemPosition.x : firstItemPosition.y;
 }
 
 Vector2 ItemView::GetCurrentScrollPosition() const
 {
-  return Vector2(0.0f, GetScrollPosition(GetCurrentLayoutPosition(0), Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE )));
+  return Vector2(0.0f, GetScrollPosition(GetCurrentLayoutPosition(0), Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE)));
 }
 
 void ItemView::AddOverlay(Actor actor)
 {
-  actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+  actor.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
   Self().Add(actor);
 }
 
@@ -1537,8 +1522,8 @@ void ItemView::RemoveOverlay(Actor actor)
 
 void ItemView::ScrollTo(const Vector2& position, float duration)
 {
-  Actor self = Self();
-  const Vector3 layoutSize = Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
+  Actor         self       = Self();
+  const Vector3 layoutSize = Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE);
 
   float firstItemScrollPosition = ClampFirstItemPosition(position.y, layoutSize, *mActiveLayout);
 
@@ -1546,13 +1531,13 @@ void ItemView::ScrollTo(const Vector2& position, float duration)
   {
     RemoveAnimation(mScrollAnimation);
     mScrollAnimation = Animation::New(duration);
-    mScrollAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction );
+    mScrollAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::LAYOUT_POSITION), firstItemScrollPosition, mScrollToAlphaFunction);
     mScrollAnimation.FinishedSignal().Connect(this, &ItemView::OnScrollFinished);
     mScrollAnimation.Play();
   }
   else
   {
-    self.SetProperty( Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
+    self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition);
     AnimateScrollOvershoot(0.0f);
   }
 
@@ -1560,69 +1545,69 @@ void ItemView::ScrollTo(const Vector2& position, float duration)
   mRefreshEnabled = true;
 }
 
-void ItemView::SetOvershootSize( const Vector2& size )
+void ItemView::SetOvershootSize(const Vector2& size)
 {
   mOvershootSize = size;
 
-  if( mOvershootOverlay )
+  if(mOvershootOverlay)
   {
     // Remove old & add new size constraint
-    mOvershootOverlay.RemoveConstraints( OVERSHOOT_SIZE_CONSTRAINT_TAG );
-    ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height );
+    mOvershootOverlay.RemoveConstraints(OVERSHOOT_SIZE_CONSTRAINT_TAG);
+    ApplyOvershootSizeConstraint(mOvershootOverlay, mOvershootSize.height);
   }
 }
 
-void ItemView::SetOvershootEffectColor( const Vector4& color )
+void ItemView::SetOvershootEffectColor(const Vector4& color)
 {
   mOvershootEffectColor = color;
-  if( mOvershootOverlay )
+  if(mOvershootOverlay)
   {
-    mOvershootOverlay.SetProperty( Actor::Property::COLOR, color );
+    mOvershootOverlay.SetProperty(Actor::Property::COLOR, color);
   }
 }
 
-void ItemView::EnableScrollOvershoot( bool enable )
+void ItemView::EnableScrollOvershoot(bool enable)
 {
   Actor self = Self();
-  if( enable )
+  if(enable)
   {
-    if( !mOvershootOverlay )
+    if(!mOvershootOverlay)
     {
       Property::Index effectOvershootPropertyIndex = Property::INVALID_INDEX;
-      mOvershootOverlay = CreateBouncingEffectActor( effectOvershootPropertyIndex );
-      mOvershootOverlay.SetProperty( Actor::Property::COLOR,mOvershootEffectColor);
-      mOvershootOverlay.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::TOP_LEFT );
-      mOvershootOverlay.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
-      mOvershootOverlay.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+      mOvershootOverlay                            = CreateBouncingEffectActor(effectOvershootPropertyIndex);
+      mOvershootOverlay.SetProperty(Actor::Property::COLOR, mOvershootEffectColor);
+      mOvershootOverlay.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+      mOvershootOverlay.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+      mOvershootOverlay.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
       self.Add(mOvershootOverlay);
 
-      ApplyOvershootSizeConstraint( mOvershootOverlay, mOvershootSize.height );
+      ApplyOvershootSizeConstraint(mOvershootOverlay, mOvershootSize.height);
 
-      Constraint constraint = Constraint::New<Quaternion>( mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
+      Constraint constraint = Constraint::New<Quaternion>(mOvershootOverlay, Actor::Property::ORIENTATION, OvershootOverlayRotationConstraint);
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::SCROLL_DIRECTION));
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::LAYOUT_ORIENTATION));
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::OVERSHOOT));
       constraint.Apply();
 
-      constraint = Constraint::New<Vector3>( mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint );
-      constraint.AddSource( ParentSource( Actor::Property::SIZE ) );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::SCROLL_DIRECTION ) );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::LAYOUT_ORIENTATION ) );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
+      constraint = Constraint::New<Vector3>(mOvershootOverlay, Actor::Property::POSITION, OvershootOverlayPositionConstraint);
+      constraint.AddSource(ParentSource(Actor::Property::SIZE));
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::SCROLL_DIRECTION));
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::LAYOUT_ORIENTATION));
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::OVERSHOOT));
       constraint.Apply();
 
-      constraint = Constraint::New<bool>( mOvershootOverlay, Actor::Property::VISIBLE, OvershootOverlayVisibilityConstraint );
-      constraint.AddSource( ParentSource( Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL ) );
+      constraint = Constraint::New<bool>(mOvershootOverlay, Actor::Property::VISIBLE, OvershootOverlayVisibilityConstraint);
+      constraint.AddSource(ParentSource(Toolkit::Scrollable::Property::CAN_SCROLL_VERTICAL));
       constraint.Apply();
 
-      constraint = Constraint::New<float>( mOvershootOverlay, effectOvershootPropertyIndex, EqualToConstraint() );
-      constraint.AddSource( ParentSource( Toolkit::ItemView::Property::OVERSHOOT ) );
+      constraint = Constraint::New<float>(mOvershootOverlay, effectOvershootPropertyIndex, EqualToConstraint());
+      constraint.AddSource(ParentSource(Toolkit::ItemView::Property::OVERSHOOT));
       constraint.Apply();
     }
   }
   else
   {
-    if( mOvershootOverlay )
+    if(mOvershootOverlay)
     {
       self.Remove(mOvershootOverlay);
       mOvershootOverlay.Reset();
@@ -1638,13 +1623,13 @@ float ItemView::CalculateScrollOvershoot()
   {
     // The overshoot must be calculated from the accumulated pan gesture displacement
     // since the pan gesture starts.
-    Actor self = Self();
-    float scrollDistance = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
-    float positionDelta = GetCurrentLayoutPosition(0) + scrollDistance;
-    float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
+    Actor self              = Self();
+    float scrollDistance    = CalculateScrollDistance(mTotalPanDisplacement, *mActiveLayout) * mActiveLayout->GetScrollSpeedFactor();
+    float positionDelta     = GetCurrentLayoutPosition(0) + scrollDistance;
+    float minLayoutPosition = mActiveLayout->GetMinimumLayoutPosition(mItemFactory.GetNumberOfItems(), Self().GetCurrentProperty<Vector3>(Actor::Property::SIZE));
     self.SetProperty(Toolkit::Scrollable::Property::SCROLL_POSITION_MAX, Vector2(0.0f, -minLayoutPosition));
     float clamppedPosition = std::min(0.0f, std::max(minLayoutPosition, positionDelta));
-    overshoot = positionDelta - clamppedPosition;
+    overshoot              = positionDelta - clamppedPosition;
   }
 
   return overshoot > 0.0f ? std::min(overshoot, 1.0f) : std::max(overshoot, -1.0f);
@@ -1657,7 +1642,7 @@ void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
   // make sure we animate back if needed
   mAnimateOvershootOff = animateBack || (!animatingOn && mAnimatingOvershootOn);
 
-  if( mAnimatingOvershootOn )
+  if(mAnimatingOvershootOn)
   {
     // animating on, do not allow animate off
     return;
@@ -1667,37 +1652,37 @@ void ItemView::AnimateScrollOvershoot(float overshootAmount, bool animateBack)
 
   if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
   {
-    float currentOvershoot = self.GetCurrentProperty< float >( Toolkit::ItemView::Property::OVERSHOOT );
-    float duration = 0.0f;
+    float currentOvershoot = self.GetCurrentProperty<float>(Toolkit::ItemView::Property::OVERSHOOT);
+    float duration         = 0.0f;
 
-    if (mOvershootOverlay)
+    if(mOvershootOverlay)
     {
-      duration = mOvershootOverlay.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
+      duration = mOvershootOverlay.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height * (animatingOn ? (1.0f - fabsf(currentOvershoot)) : fabsf(currentOvershoot)) / mOvershootAnimationSpeed;
     }
 
     // Mark the animation as in progress to prevent manual property sets overwriting it.
-    mInAnimation = true;
+    mInAnimation          = true;
     mAnimatingOvershootOn = animatingOn;
     RemoveAnimation(mScrollOvershootAnimation);
     mScrollOvershootAnimation = Animation::New(duration);
     mScrollOvershootAnimation.FinishedSignal().Connect(this, &ItemView::OnOvershootOnFinished);
-    mScrollOvershootAnimation.AnimateTo( Property(self, Toolkit::ItemView::Property::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration) );
+    mScrollOvershootAnimation.AnimateTo(Property(self, Toolkit::ItemView::Property::OVERSHOOT), overshootAmount, TimePeriod(0.0f, duration));
     mScrollOvershootAnimation.Play();
   }
   else
   {
-    self.SetProperty( Toolkit::ItemView::Property::OVERSHOOT, overshootAmount );
+    self.SetProperty(Toolkit::ItemView::Property::OVERSHOOT, overshootAmount);
   }
 }
 
-void ItemView::SetItemsParentOrigin( const Vector3& parentOrigin )
+void ItemView::SetItemsParentOrigin(const Vector3& parentOrigin)
 {
-  if( parentOrigin != mItemsParentOrigin )
+  if(parentOrigin != mItemsParentOrigin)
   {
     mItemsParentOrigin = parentOrigin;
-    for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+    for(ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
     {
-      iter->second.SetProperty( Actor::Property::PARENT_ORIGIN,parentOrigin );
+      iter->second.SetProperty(Actor::Property::PARENT_ORIGIN, parentOrigin);
     }
   }
 }
@@ -1707,14 +1692,14 @@ Vector3 ItemView::GetItemsParentOrigin() const
   return mItemsParentOrigin;
 }
 
-void ItemView::SetItemsAnchorPoint( const Vector3& anchorPoint )
+void ItemView::SetItemsAnchorPoint(const Vector3& anchorPoint)
 {
-  if( anchorPoint != mItemsAnchorPoint )
+  if(anchorPoint != mItemsAnchorPoint)
   {
     mItemsAnchorPoint = anchorPoint;
-    for (ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
+    for(ItemIter iter = mItemPool.begin(); iter != mItemPool.end(); ++iter)
     {
-      iter->second.SetProperty( Actor::Property::ANCHOR_POINT,anchorPoint);
+      iter->second.SetProperty(Actor::Property::ANCHOR_POINT, anchorPoint);
     }
   }
 }
@@ -1726,28 +1711,28 @@ Vector3 ItemView::GetItemsAnchorPoint() const
 
 void ItemView::GetItemsRange(ItemRange& range)
 {
-  if( !mItemPool.empty() )
+  if(!mItemPool.empty())
   {
     range.begin = mItemPool.begin()->first;
-    range.end = mItemPool.rbegin()->first + 1;
+    range.end   = mItemPool.rbegin()->first + 1;
   }
   else
   {
     range.begin = 0;
-    range.end = 0;
+    range.end   = 0;
   }
 }
 
-bool ItemView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+bool ItemView::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
 {
-  Dali::BaseHandle handle( object );
+  Dali::BaseHandle handle(object);
 
-  bool connected( true );
-  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( handle );
+  bool              connected(true);
+  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast(handle);
 
-  if( 0 == strcmp( signalName.c_str(), LAYOUT_ACTIVATED_SIGNAL ) )
+  if(0 == strcmp(signalName.c_str(), LAYOUT_ACTIVATED_SIGNAL))
   {
-    itemView.LayoutActivatedSignal().Connect( tracker, functor );
+    itemView.LayoutActivatedSignal().Connect(tracker, functor);
   }
   else
   {
@@ -1758,42 +1743,42 @@ bool ItemView::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface*
   return connected;
 }
 
-void ItemView::SetProperty( BaseObject* object, Property::Index index, const Property::Value& value )
+void ItemView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value)
 {
-  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( Dali::BaseHandle( object ) );
+  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast(Dali::BaseHandle(object));
 
-  if( itemView )
+  if(itemView)
   {
-    ItemView& itemViewImpl( GetImpl( itemView ) );
-    switch( index )
+    ItemView& itemViewImpl(GetImpl(itemView));
+    switch(index)
     {
       case Toolkit::ItemView::Property::MINIMUM_SWIPE_SPEED:
       {
-        itemViewImpl.SetMinimumSwipeSpeed( value.Get<float>() );
+        itemViewImpl.SetMinimumSwipeSpeed(value.Get<float>());
         break;
       }
 
       case Toolkit::ItemView::Property::MINIMUM_SWIPE_DISTANCE:
       {
-        itemViewImpl.SetMinimumSwipeDistance( value.Get<float>() );
+        itemViewImpl.SetMinimumSwipeDistance(value.Get<float>());
         break;
       }
 
       case Toolkit::ItemView::Property::WHEEL_SCROLL_DISTANCE_STEP:
       {
-        itemViewImpl.SetWheelScrollDistanceStep( value.Get<float>() );
+        itemViewImpl.SetWheelScrollDistanceStep(value.Get<float>());
         break;
       }
 
       case Toolkit::ItemView::Property::SNAP_TO_ITEM_ENABLED:
       {
-        itemViewImpl.SetAnchoring( value.Get<bool>() );
+        itemViewImpl.SetAnchoring(value.Get<bool>());
         break;
       }
 
       case Toolkit::ItemView::Property::REFRESH_INTERVAL:
       {
-        itemViewImpl.SetRefreshInterval( value.Get<float>() );
+        itemViewImpl.SetRefreshInterval(value.Get<float>());
         break;
       }
 
@@ -1801,9 +1786,9 @@ void ItemView::SetProperty( BaseObject* object, Property::Index index, const Pro
       {
         // Get a Property::Array from the property if possible.
         Property::Array layoutArray;
-        if( value.Get( layoutArray ) )
+        if(value.Get(layoutArray))
         {
-          itemViewImpl.SetLayoutArray( layoutArray );
+          itemViewImpl.SetLayoutArray(layoutArray);
         }
         break;
       }
@@ -1816,11 +1801,11 @@ Property::Array ItemView::GetLayoutArray()
   return mlayoutArray;
 }
 
-void ItemView::SetLayoutArray( const Property::Array& layouts )
+void ItemView::SetLayoutArray(const Property::Array& layouts)
 {
-  mlayoutArray = layouts;
+  mlayoutArray          = layouts;
   const int layoutCount = GetLayoutCount();
-  if( layoutCount > 0 )
+  if(layoutCount > 0)
   {
     for(int index = layoutCount - 1; index >= 0; --index)
     {
@@ -1829,16 +1814,16 @@ void ItemView::SetLayoutArray( const Property::Array& layouts )
     }
   }
 
-  for( unsigned int arrayIdx = 0, arrayCount = layouts.Count(); arrayIdx < arrayCount; ++arrayIdx )
+  for(unsigned int arrayIdx = 0, arrayCount = layouts.Count(); arrayIdx < arrayCount; ++arrayIdx)
   {
-    const Property::Value& element = layouts.GetElementAt( arrayIdx );
+    const Property::Value& element = layouts.GetElementAt(arrayIdx);
 
     const Property::Map* layout = element.GetMap();
-    if( layout != NULL )
+    if(layout != NULL)
     {
-      for( unsigned int mapIdx = 0, mapCount = (*layout).Count(); mapIdx < mapCount; ++mapIdx )
+      for(unsigned int mapIdx = 0, mapCount = (*layout).Count(); mapIdx < mapCount; ++mapIdx)
       {
-        KeyValuePair propertyPair( (*layout).GetKeyValue( mapIdx ) );
+        KeyValuePair propertyPair((*layout).GetKeyValue(mapIdx));
 
         if(propertyPair.first == DefaultItemLayoutProperty::TYPE)
         {
@@ -1867,7 +1852,7 @@ void ItemView::SetLayoutArray( const Property::Array& layouts )
               case DefaultItemLayout::LIST:
               {
                 Internal::GridLayoutPtr listLayout = Internal::GridLayout::New();
-                listLayout->SetNumberOfColumns( 1 );
+                listLayout->SetNumberOfColumns(1);
                 (*listLayout).SetLayoutProperties(*layout);
                 (*listLayout).SetGridLayoutProperties(*layout);
                 AddLayout(*listLayout);
@@ -1889,16 +1874,16 @@ void ItemView::SetLayoutArray( const Property::Array& layouts )
   }
 }
 
-Property::Value ItemView::GetProperty( BaseObject* object, Property::Index index )
+Property::Value ItemView::GetProperty(BaseObject* object, Property::Index index)
 {
   Property::Value value;
 
-  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( Dali::BaseHandle( object ) );
+  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast(Dali::BaseHandle(object));
 
-  if( itemView )
+  if(itemView)
   {
-    ItemView& itemViewImpl( GetImpl( itemView ) );
-    switch( index )
+    ItemView& itemViewImpl(GetImpl(itemView));
+    switch(index)
     {
       case Toolkit::ItemView::Property::MINIMUM_SWIPE_SPEED:
       {
@@ -1932,8 +1917,8 @@ Property::Value ItemView::GetProperty( BaseObject* object, Property::Index index
 
       case Toolkit::ItemView::Property::LAYOUT:
       {
-        Property::Array layouts= itemViewImpl.GetLayoutArray();
-        value = layouts;
+        Property::Array layouts = itemViewImpl.GetLayoutArray();
+        value                   = layouts;
         break;
       }
     }
@@ -1942,25 +1927,25 @@ Property::Value ItemView::GetProperty( BaseObject* object, Property::Index index
   return value;
 }
 
-bool ItemView::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
+bool ItemView::DoAction(BaseObject* object, const std::string& actionName, const Property::Map& attributes)
 {
-  Dali::BaseHandle handle( object );
+  Dali::BaseHandle handle(object);
 
-  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast( handle );
+  Toolkit::ItemView itemView = Toolkit::ItemView::DownCast(handle);
 
-  DALI_ASSERT_ALWAYS( itemView );
+  DALI_ASSERT_ALWAYS(itemView);
 
-  if( 0 == strcmp( actionName.c_str(), ACTION_STOP_SCROLLING ) )
+  if(0 == strcmp(actionName.c_str(), ACTION_STOP_SCROLLING))
   {
-    GetImpl( itemView ).DoStopScrolling();
+    GetImpl(itemView).DoStopScrolling();
   }
-  else if ( 0 == strcmp( actionName.c_str(), ACTION_ENABLE_REFRESH ) )
+  else if(0 == strcmp(actionName.c_str(), ACTION_ENABLE_REFRESH))
   {
-    GetImpl( itemView ).SetRefreshNotificationEnabled( true );
+    GetImpl(itemView).SetRefreshNotificationEnabled(true);
   }
-  else if ( 0 == strcmp( actionName.c_str(), ACTION_DISABLE_REFRESH ) )
+  else if(0 == strcmp(actionName.c_str(), ACTION_DISABLE_REFRESH))
   {
-    GetImpl( itemView ).SetRefreshNotificationEnabled( false );
+    GetImpl(itemView).SetRefreshNotificationEnabled(false);
   }
 
   return true;
@@ -1968,14 +1953,14 @@ bool ItemView::DoAction( BaseObject* object, const std::string& actionName, cons
 
 void ItemView::DoStopScrolling()
 {
-  if( mScrollAnimation )
+  if(mScrollAnimation)
   {
     mScrollAnimation.Stop();
     mScrollAnimation.Reset();
   }
 }
 
-void ItemView::SetRefreshNotificationEnabled( bool enabled )
+void ItemView::SetRefreshNotificationEnabled(bool enabled)
 {
   mRefreshNotificationEnabled = enabled;
 }